Contents

Grey Knights

"Daemons and heretics will fall before us."

Skilled soldiers of the Ordo Malleus, the strength of the Grey Knights surpasses that of even their fellow Space Marines. Endowed with the authority of the Inquisition, Grey Knights are tasked by the Emperor to hunt down and destroy daemonic taint wherever it may be found.

Theirs is the unsung saga, for under Titan, their Chapter's homeworld, lie many of the Imperium's greatest heroes. Such is the nature of their foes that the ordinary citizens of the Imperium must never know of their sacrifice, for they face a threat so dire that if they ever fail, whole worlds could burn under the shadow of Chaos.

To this end, they are trained more rigorously than any other chapter, and are imbued with a faith so powerful that their mere presence hurts their daemonic foes. The Grey Knights have the proudest boast of all the chapters; never, in ten thousand years, has any one of their number turned to Chaos.

Tactics

Grey Knights are a specialised unit that usually work best against daemons (obviously) and primarily ranged armies such as Tau and Imperial Guard, but can also pull their weight when confronted with the average troop of most armies. Unfortunately they lack the protection and numbers required for the larger slug-fest that occurs between close-combat orientated units, like Khorne Berzerker Squads, Ork Nobz Squads, any type of Dreadnought (shudder!) and Ogryns (under the effect of a Priest's Fanaticism) which simply seem to overpower these elite infantry-men.

Attaching the Chaplain to your Grey Knights is generally the best option. His strong healing aura keeps the expensive troops alive, making it difficult to gradually pick them off. The Librarian can be attached to create a powerful caster squad, but at the expense of making the squad significantly less useful for general combat. The Force Commander provides the greatest brute strength, but still doesn't improve the front line squad's survivability.

Since Grey Knights cannot withstand the punishment of several squads firing on them at once, they are better used in a reserve role, staying behind your main lines until they are needed to plug any major gaps, or backing up a unit that has been assaulted in cases of crisis. If they stay back you can be sure that if and when a Bloodthirster drops down in the midst of your troops, they are in the right spot at the right time, for they are the ultimate close-combat tool for taking down these foul spawn of the warp.

Against armies that lack these blood-happy entities, Grey Knights still have their uses. Their Furious Charge allows them to close quickly with ranged assailants, and the knockback can disrupt the enemy's units, making them temporarily unable to fight back. This allows you to pick on the weaker parts of your opponent's army at your leisure, as the disruption they cause is not insignificant when combined with their powerful psychic abilities. Furious Charge does 100 damage regardless of armor type, which can be very useful as an initial blow. A Grey Knight must wait 40 seconds between Charges, so be wary of when the timer is still refreshing.

It is best to leave harder units to be softened up before engaging them, and throwing in an additional Tactical Space Marine squad will help these powerful warriors to exterminate their foes quickly and efficiently.

An extremely effective tactic is to combine Grey Knights with the Chaplain. Use Demoralizing Shout on a squad to slow it down, then cast Psychic Inquisition. The speed slowdown from Demoralizing Shout will ensure that the squad is hit by the entirety of the Inquisition, making it almost certain that you will wipe out an entire enemy squad. Extremely effective against highly durable non-jumping/teleporting melee squads such as Chaos Possessed Space Marines, Nobs, or Mega Armoured Nobz.

Abilities

Furious Charge

Once researched, Grey Knights will automatically charge the enemy when in range and cause 100 damage, knocking the target down (60-80 force).

Psychic Inquisition

Psychic Inquisition

Hotkey: I

Requires

Nothing

Target Types

Everything

Range

40

Area of effect

8

Cooldown time

120 s

Effects

For 25 seconds, units in the area are hit up to 10 times with Psychic Inquisition. Damage pulses are at 1.5s, 5.4s, 9.4s, 13.4s, 15s, 17s, 17.4s, 19s, 21.4s, and 25s. The ability does not do friendly fire.